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- Nov 26, 2018
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Ay all
For my up-and-coming mature post-apoc & cyberpunk adventure/action/psychological CTB RPG, I'm looking to add more layers into combat to supplement how frequent said combat is through the game. One of my primary ideas that I have been fleshing out over the last few weeks has been a detailed damage and pain system (coined the 'Grim Mortality' framework, by myself) in which would make combat far more enjoyable at any stage of a common battle, without introducing needless frustration and/or tedium.
Summarisation
For my up-and-coming mature post-apoc & cyberpunk adventure/action/psychological CTB RPG, I'm looking to add more layers into combat to supplement how frequent said combat is through the game. One of my primary ideas that I have been fleshing out over the last few weeks has been a detailed damage and pain system (coined the 'Grim Mortality' framework, by myself) in which would make combat far more enjoyable at any stage of a common battle, without introducing needless frustration and/or tedium.
Summarisation
Full Proposal/OutlineHuman vulnerability is something notoriously difficult to depict in games, especially so in simplistic RPGs.The above framework enforces a vulnerability that effectively formulates and stimulates feelings of caution, dread, fragility and consequence, without making itself too frustrating, of which sub-player frameworks often can do.
However, it also excels in applying said framework to every possible foe; all can break just as the player can, and doing so gives a feeling of power and satisfaction when a player manages to best any foe(s), let alone overpower them.
The above is not only atypical of TB-RPGs, but successful execution will lead to an ominous, brutal and grim underbelly to combat that will contrast previous models of damage and pain seen in other games. This alone should make the game unique in and of itself. However...
Frustration is a common bi-product of sub-player frameworks, and in order to negate this, having precisely tailored values, a strong sense of consequence, and spectacular attention to the discernibility that comes from said consequence and/or causality. This is all underpinned by the integration of the aforementioned framework, which necessitates some significant work to be done prior - calculations, planning, testing, etc.
- Wound
[*]Wounds can be afflicted by attacks that exceed a threshold in damage, or attacks/events that inhibit a certain property that can instantly inflict a wound, applying pseudo-status effects
[*]The types are as follows:
- Punctures/Penetrations (-Bleed, -Pain)
- Lacerations/Incisions/Avulsions (Bleed, Infection, Pain)
- Mutiliations (+Bleed, Infection, Disable, +Pain)
- Breaks/Crush (Disable, +Pain)
- Bleed being a DoT that bypasses any sort of armour/resistance
- Pain being an active increase of Dol based around a cap
- Infection being a risk of further severity of the wound, plus a further DoT and Dol increase.
- Disable being decreases in base stats like stamina, accuracy, damage, etc
- +/- are used to indicate relative contrast of effects, as the above can change depending on the wound type.
[*]The above combines with 'localisations', being the area of which the injury has occured, which further adds/specifies status effects depending on said localisation.
[*]Injuries and their respective localisations can be treated; either through consumables to an extent (either part of the injury, or the immediate effects said injury causes), or through certain ‘operations’ that can completely cure an injury OOC (Out of combat).
- Localisations
The next component is a tad more questionable and perhaps harder to add - it elicits the most potential 'tedium', however;
- Literal areas/parts of the (typically) exterior body of which have injuries/status effects applied to them, of which will modify the effects and how they specifically apply.
- Limbs (Arms (-accuracy), Legs (-evasion, etc))
- Head (Severe, --accuracy)
- Chest/Vitals (Severe+)
- Severe being a modifier for Dolorimetry and DoTs, plus weakness to further damage/status effects
- Weapons/equipment being the ability to use said items, including vehicles in some cases
- Movement being the usage of some/all movement modes, to some extent
- Senses being the usage of basic senses, e.g. damage to one eye limits accuracy, etc
- Dolorimetry Limit of 10
[*]A measurement of self-experienced pain, indicated in-game by ‘Del’ or ‘Dol’ value.
[*]The limit of ‘10’ is not a value, but rather a standing measurement that conveys a hidden total value - the steps of 1 to 10 should be treated like ‘stages’ of pain, with higher values causing certain afflictions (integrated as aforementioned ‘debuffs’ or ‘conditions’)to apply, or subsequently worsen.
- Total value (being 1000) changes depending on player condition, previous damage, current activity, and the interaction between all the aforementioned activities.
- (0 Dol) = 0
- (1 Dol) = 5
- (2 Dol) 5+10 = 15
- (3 Dol) 25+20 = 45
- (4 Dol) 45+35 = 80
- (5 Dol), 80+55 = 135
- (6 Dol) 135+80 = 215
- (7 Dol) 215+120 = 335
- (8 Dol) 335+160 = 495
- (9 Dol) 495+230 = 725
- (10 Dol) 725+285 = 1000
- Descriptions of each quantifier of Dol typically set as;
- 0 = No pain
- 1 - 3 = Very minor pain
- 3 - 5 = Minor pain
- 5 - 7 = Moderate pain
- 7 - 8 = Major Pain
- 8 - 9 = Unbearable Pain
- 10 = Immeasurable
- All instances of damage will add to the total value, and Dol will change accordingly in order to indicate currently sustained pain.
- Dol values can be ‘locked’ in OR ‘blocked’ out of certain levels; conditions/injuries locking in at levels, whereas ‘painkillers’ or health items locking ‘out’ of levels
- E.g. Arm break = pain locked at 6 Dol
- E.g. HP below 20 = Pain locked at 4 Dol.
- E.g. Anti-pain consumable = pain blocked at 6 Dol
- If above does not apply; Dol degen has an ‘attack’ and ‘release’ time depending on the type of damage that was inflicted
- Attack being time taken for pain to be felt, release being the time taken for pain to subside.
- This translates to the total value as a dynamic degen that takes into account damage amount, type, instance duration, etc.
- This translates to the natural reaction to pain - how pain subsides after being felt, how it first feels, etc.
- This translates to the natural reaction to pain - how pain subsides after being felt, how it first feels, etc.
- Higher Dolorimetry levels are depicted in the player experience via the physical faculties, e.g. player sight, movement, sounds, awareness, discernibility, HP, stamina, etc.
- A Dol of 10 creates a difficult experience for the player - often accompanied by a crippling condition
- Within a certain interval of time for as long as a Dol instance of 10 applies, there is a chance the player can die of shock.
- Within a certain interval of time for as long as a Dol instance of 10 applies, there is a chance the player can die of shock.
[*]Medical treatment OOC, certain consumables, etc, can deplete Dolorimetry too. E.g. searing a mutilation (an injury that is already costly) will add further Dol to a likely high Dol, but in turn, provided you allow time after treatment, the long-term benefits outweigh the drawbacks of potential player death and/or long lasting status effect.- Total value (being 1000) changes depending on player condition, previous damage, current activity, and the interaction between all the aforementioned activities.
- Thanks for reading!


